Update 0.26 - October-11-2018
Rogue Fable III (Alpha Testing) » Devlog
Still just working on boring clean up and debugging for the web release to Kongregate and subsequent early access release.
CRASHES_AND_BUGS:
- Fixed: charming a wraith causes a crash w/ his attack
- Enemies that blink when hit cannot do so when immobile
- Fixed crash on entering a crypt level: (Uncaught TypeError: this.isGoodObjIndex is not a function)
- Waiting on stairs now correctly pops up the wait text
- Fixed sprinting into dangerous terrain soft locking
- Fixed enemies on a new level carrying over poison damage from enemies on previous level (lots of bugs that were confusing me on this one w/ enemies on a new level taking bits of damage, blinking, fire pots randomly exploding etc.)
- Fixed NPC healing (they were healing a % of the casters HP rather than the targets). This will likely make healers harder.
DESCRIPTIONS:
- What started as a simple desire to add better descriptions to talents and abilities turned into a massive rewrite.
- Talents now show what sort of improvements they make when you upgrade them.
- I believe this same system will allow me the very easily add enemy attacks and ability damage to their mouse over description.
GRAPHICS:
- Fixed the layering on walls so that characters and objects are behind the walls rather than on top.
- Updated the tiles to the new style in crypt, arcane and sewers.
- Updated cave wall tiles to be the same height as the dungeon walls.
- Fiddled with height of walls so that the rim around the top lines up for all the various directions.
- Not super happy with how everything looks right now, so this will be a continuous iterative process.
- Added correct title screen: Rogue Fable III
- Added back the scrolling maps on the title screen
MISC:
- Doubled the poison damage of all NPCs (poison was generally pretty weak compared to just the standard melee attacks).
- Flaming hands no longer uses mana.
- While adding descriptions to talents/abilities which required an absurd amount of refactoring I ended up fixing a whole bunch of missing stuff on talents that I've since forgotten about. Generally, many talents have had additional levels added to them, their duration is now effected by their associated skill/power, just a lot of little tweaks and fixes here.
Files
rogue-fable-III.zip Play in browser
Oct 11, 2018
Rogue Fable III (Alpha Testing)
Status | In development |
Author | Justin Wang |
Genre | Role Playing |
Tags | 2D, Dungeon Crawler, Pixel Art, Roguelike, Singleplayer |
More posts
- Steam Early Access Release!Dec 29, 2018
- Update 0.50 - December-11-2018Dec 11, 2018
- Update 0.47 - December-06-2018Dec 06, 2018
- Update 0.46 - December-03-2018Dec 03, 2018
- Update 0.43 - November-27-2018Nov 27, 2018
- Update 0.42 - November-26-2018Nov 27, 2018
- Update 0.39 - November-23-2018Nov 23, 2018
- Update 0.38 - November-22-2018Nov 23, 2018
- Update 0.37 - November-20-2018Nov 21, 2018
- Update 0.36 - November-15-2018Nov 15, 2018
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